Shader "Hog's shaders/BumpSpec_Twoside1" {

Properties {

_Color ("Main Color", Color) = (1,1,1,1)

_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)

_Shininess ("Shininess", Range (0.03, 1)) = 0.078125

_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}

_BumpMap ("Normalmap", 2D) = "bump" {}

_BackColor ("Back Main Color", Color) = (1,1,1,1)

}

SubShader {

Tags { "RenderType"="Opaque" }

LOD 400

Cull back

CGPROGRAM

#pragma surface surf BlinnPhong

sampler2D _MainTex;

sampler2D _BumpMap;

fixed4 _Color;

half _Shininess;

struct Input {

float2 uv_MainTex;

float2 uv_BumpMap;

};

void surf (Input IN, inout SurfaceOutput o) {

fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);

o.Albedo = tex.rgb * _Color.rgb;

o.Gloss = tex.a;

o.Alpha = tex.a * _Color.a;

o.Specular = _Shininess;

o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));}

ENDCG

Cull front

CGPROGRAM

#pragma surface surf Lambert

sampler2D _MainTex;

fixed4 _BackColor;

struct Input {

float2 uv_MainTex;

};

void surf (Input IN, inout SurfaceOutput o) {

fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _BackColor;

o.Albedo = c.rgb;

o.Alpha = c.a;

}

ENDCG

}

FallBack "Specular"

}